Direct3D Mesh Shaders

Discussion in 'Rendering Technology and APIs' started by DmitryKo, Jul 1, 2019.

  1. trinibwoy

    trinibwoy Meh Legend

    Nice we can party like it’s 1999!

    It took 20 years to come full circle. Crazy. I assume it’s because early GPUs didn’t have the storage or processing power to accept the full scene geometry and culling was left up to the CPU.
     
  2. PSman1700

    PSman1700 Legend

    Maybe hardware wasn't really ready for it but it is now?
     
  3. oscarbg

    oscarbg Newcomer

    Test new NV 440.23 driver on Turing on Windows insider 18970 with D3D12CheckFeatureSupport maybe it's enabled already?
     
  4. 3dcgi

    3dcgi Veteran Subscriber

    Did the vector unit operate on work groups and have local memory?
     
  5. chris1515

    chris1515 Legend

    Work probably differently but have the same function and it looks like it is a relief for developer.











    And the other answer shows they are happy to go back to square one. A more exact term would be Mesh shading is an evolution of PS2 VU...

    They would probably have been more happy to improve from the PS2 VU idea...:wink4:
     
    Last edited: Sep 2, 2019
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  6. PSman1700

    PSman1700 Legend

    Even though GS was a misstake, it didn't stop the PS2's huge success with the weakest hw.
     
  7. 3dcgi

    3dcgi Veteran Subscriber

    Based on the prior tweets I think GS meant Geometry Shader though when used while discussing PS2 I can see your interpretation.
     
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  8. milk

    milk Like Verified Veteran

    Next step is Vulkan/DX including an Emotion Shader stage so nothing is left behind.
     
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  9. Ethatron

    Ethatron Regular Subscriber

    Fixed it for ya. :)
     
  10. 3dcgi

    3dcgi Veteran Subscriber

    AMD has an ES stage when GS is used.
     
  11. Ethatron

    Ethatron Regular Subscriber

    Was about time to get fixed function support for reprojection. ;)
     
  12. jlippo

    jlippo Veteran

    Last edited: Sep 10, 2019
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  13. DmitryKo

    DmitryKo Regular

    Last edited: Sep 11, 2019
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  14. chris1515

    chris1515 Legend



    Interesting and read the other tweet about it Mesh shader against compute shader

    Advantage Mesh shader because compute shader need a pretty big intermediate memory buffer.
     
  15. DmitryKo

    DmitryKo Regular

  16. RagnarokFF

    RagnarokFF Newcomer



    Talk about mesh shaders :runaway:
     
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  17. Remij

    Remij Regular

    mr magoo, Dampf, SmooTh and 5 others like this.
  18. PSman1700

    PSman1700 Legend

    Holy crap, thought ue5 demo was already a nice demo.
     
  19. Remij

    Remij Regular

    It's a nice little demo for sure.

    I think we're going to see some amazing looking stuff coming up in the near-ish future, once developers have all these advanced features ready in engine.. and development pipelines are well integrated.

    They speak about high resolution textures being a must. To really show off the models at this high of a geometric density, you need high frequency textures to go along with it.. so you can see how Sampler Feedback Streaming plays into enabling this on a larger scale. They don't speak about supporting SF yet, at least not in the article, so I'd assume that is another thing they will be updating to there renderer in the future.
     
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  20. Malo

    Malo Yak Mechanicum Legend Subscriber

    Isn't the big difference between the nanite demo and the mesh shaders that the nanite doesn't require the entire models in memory?
     
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